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> Artistic intuitions of game designers have been measured in the crucible of conversion rates and been found wanting.

Artistic intuitions aren't a factor. Game design is heavily playtested and even split tested.

Being led by the arm is fine and it makes people do things, but then they forget how to do them without guidance! They're learning that a feature exists, not how to do it and apply it for themselves.

That WoW example isn't there to make players learn how to use features. It's there to sell the game: "Some day, you'll be able to do all this"

That's kind of what you're saying but you're not making the distinction between teaching the player skills and selling the product. Miyamoto is talking about the former.



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